Island Expeditions: Seafarer Dubloons and Consumables

This guide provides a comprehensive overview of the consumables utilized in Island Expeditions, including items purchased with Seafarer Dubloons and powerful buffs found on each Island, as well as how these consumables mitigate enemy threats on Islands.

Salvage Crates in Patch 8.3 Vision of N'Zoth

Patch 8.3 adds a weekly rotating vendor which sell Salvage Crates for Seafarer's Dubloon. Each crate targets a different group of enemy factions, containing at least 3 pieces of loot normally obtained from end-of-Island rewards, including transmog, pets, and mounts.

These High Seas 'Salvage' Experts sell three different crates, rotating weekly:

Changes in Patch 8.2 Rise of Azshara

Patch 8.2 Rise of Azshara brings significant changes to the items and consumables available in Island Expeditions. Many old items purchasable with Seafarer's Dubloon have been removed, however new items have been added to take their place.

Removed Items

These items have been removed from the Seafarer Dubloon vendor. However, alternate or similar versions of some of these items are still available, but by other means.

New Items Around the Islands

Many of the removed items have been implemented as random finds out on the Island itself. These are commonly found in special groups of enemies and are based around a certain type of enemy. These are some of the new items that can be found and collected around the Islands in 8.2.

Mass Confusion - Throws a voodoo relic at a targeted location, causing mass confusion and disorienting all targets within 10 yards. Found often in groups of Island Trolls.

Amber Vial - Drop an amber vial, empowering allies near the vial with 20% increased damage and healing them every 5 sec. Lasts for 30 seconds. Found often in groups of Mantid.

Spirit Waters - Blesses the caster with Spirit Waters, periodically equalizing the health of friendly players within the Spirit Waters area. While inside Spirit Waters, all healing received is increased by 30%. Often found in groups of Jinyu.

GG-118 Micro-Jetpack - Changes your jump into a fiery leap. Deals Fire damage and knocks down enemies at the impact location. Often found in groups of Venture Company goons.

Val'kyr Form - Transform into a Val'kyr, removing all movement impairing effects and all effects which cause loss of control of your character for 5 seconds. Often found in groups of Vrykul.

Void Burst - Deals massive shadow damage to enemies in a line in front of the caster. Often found in groups of minions of the Old Gods.

Miniaturizer - Shrinks the target, reducing damage dealth by 50% and movement speed by 50% for 1 minute. Often found in groups of Venture Company goons.

Lightcrystal - Drop a Lightcrystal at a nearby location. After 12 seconds, the Lightcrystal explodes for damage on enemies and healing on allies within 15 yards for 2 times the amount of healing done while the Lightcrystal was active.

Death Phase - Puts the target in a death phase, increasing magical damage taken by 100% for 1 minute. Found in groups of Cultists.

Thunderblast - Erupts with the power of the Thunder King, knocking back and inflicting high nature damage to enemies within 5 yards. This eruption also heals and sends the caster airborne. Found often in groups of Mogu.

Vile Ward - Absorbs damage. When removed, deal massive damage to enemies within 10 yards. Found often in groups of Saurok.

Purchase Consumables with Seafarer Dubloons

Seafarer's Dubloon are a currency obtained through Island Expeditions that can be spent on consumables to help in your race to 6000 Azerite. The dubloons can be spent at the vendor located on your faction's ship that is docked on the Island. The vendor should be located right to the side of the ramp before getting off. These one-time use consumables are purchasable during the preparation phase of an Island Expedition or anytime during the expedition. Seafarer Dubloons can be obtained in several ways. As of 8.1.5, at least one of the satchels that contain dubloons is guaranteed after winning an Island Expedition.

The chances at satchels below has been buffed in 8.1.5 so that it is guaranteed to obtain at least a Seafarer's Coin Pouch from Mythic Island expeditions.

A chance to get Seafarer's Coin Pouch at the end of an Island Expedition containing 1-3 Seafarer Dubloons.

A very rare chance to get Wayfinder's Satchel at the end of an Island Expedition containing 4-8 Seafarer Dubloons.

An even more rare chance to get Sack of Plunder at the end of an Island Expedition containing some Seafarer Dubloons.

Randomly found on the ground around the Island. Interacting with it awards 1 Seafarer Dubloon to all nearby party members.

Seafarer's Dubloon can be earned on all difficulties of Island Expeditions. They persist until you spend them, so they can be saved up for higher difficulties if desired. Also all items purchased with Seafarer's Dubloon are Bind-on-Account, allowing you to spend Seafarer's Dubloon on one character and send the consumables to another that may have better use for them. Only some consumables are available from certain vendors, with the vendor changing from week to week. If you are saving up for a particular item, here is the full list of consumables available for purchase with Seafarer's Dubloon.

A hotfix was implemented preventing the use of items that cost Seafarer's Dubloon in PvP Island Expeditions due to their rather imbalanced effects in PvP combat.

Blizzard

Island Expeditions

Seafarer's Dubloon items may no longer be used in PvP Island Expeditions.Developers’ notes: We're looking for ways to use Dubloons in the future, but for the time being, we do not feel that Dubloon use makes for a good experience in a PvP setting.

The vendor that sells these items is different each week, but follows a set rotation. The table below lists these vendors in the order that they appear on Island Expeditions as well as the items that they sell. Some items cost up to 3 Seafarer's Dubloon based on how powerful they are.

Purchase BoA Gear Tokens in 8.1.5

One of the most efficient ways to level during Battle for Azeroth is by spamming Island Expeditions, but one of the biggest complaints of using Island Expeditions for leveling was the lack of gearing rewards. In Patch 8.1.5, this has been changed--gear tokens for several slots can be purchased via the Island Currency Seafarer's Dubloon!

Like all Heirloom quality gear, these tokens are Account Bound and can be mailed to your alts to be used by them as well. The tokens require level 111 to be converted, and you get the following item levels for reference:

Level 111s will receive a 214 piece of gear before possible upgrades.

Level 120s will receive a 282 piece of gear before possible upgrades.

Island Consumables and Buffs

In addition to purchasable items, you may also find items you can interact with or pick up around the Island that can aid your efforts and help group compositions of all types. There are many types of interactables that have effects such as healing, buffing damage and healing, or stunning a target and making it take increased damage.

Azerite Globes

The most common and perhaps powerful buff found around the Island is Azerite Energy which will always drop off an Elite creature on the Island. These enemies, when killed, drop an Azerite Globe nearby that persists until any member of any expedition team picks it up or after 30 seconds. Any member can pick these globes up, even if the Elite was tagged to the the other faction. When picked up, these globes affect all party members nearby, healing them for 50% health and increasing damage by 30% and health by 20% for 30 seconds. Picking up another Azerite Globe before the previous buff expires will refresh the buff back to 30 seconds remaining. These globes are very powerful for sustaining groups that lack healing while also increasing damage output of those groups further.

These orbs when picked up also revive nearby teammates that have died but have not released spirit yet.

Shrines

Shrines around the island give debuffs to players who click on them; giving them a positive effect such as increased damage done, but also a negative effect such as increased damage taken. Only one player will get the debuff before the shrine goes on cooldown for several minutes. These debuffs normally last 10 minutes and allow you to only have one active at a time. Because these effects are debuffs, , you won't be able to get rid of it unless you die or override it with another shrine effect. Be careful to not pick up a shrine effect that would prove more detrimental than beneficial.

Available buffs from shrines are as follows:

Pillar of the Watchers: Gives Light's Zeal, increases healing done and taken by 30% but unable to dodge, block, or parry attacks.

Food

Countless food items such as oranges, bananas, pumpkins, and meat are lying around on the island. Eating them heals you, with larger items healing you for more. They are a very quick way to heal between pulls (or even during combat). These items are especially useful for groups that have no healer or hybrid healer.

Utility Items

The last type of item you'll find are extra ability items. These items are usually looted and then give you an extra action button to use on an enemy. Most of these items involve a sort of crowd control for an extended period of time along with the target taking extra damage during it. These are a great way for keeping elite enemies under control and bursting them down.

There are many different types of items that work similar or exactly the same as others, just named differently to fit the theme of the Island. Here are some examples.

Stranglevines Roots the target and causes it to take 10% increased damage for 20 seconds. Does not break on damage.Thick Shell Stuns the target and causes it to take 10% increased damage for 20 seconds.Giant Flower Disorients the target and causes it to take 10% increased damage for 20 seconds. Does not break on damage.Sticky Starfish Disorients the target and causes it to take 10% increased damage for 20 seconds. Does not break on damage.

Using Consumables to Balance Groups

Island Expedition teams have no role restrictions which theoretically means teams could consist of 3 damage dealers, 3 tanks, or 3 healers. Due to the immense amount of approaches you can take to winning the race to 6000 Azerite and the amount of resources available on the Island, all group compositions have a chance of winning. There are advantages and disadvantages to all team compositions, even a flexible group may be well equipped for all situations, but not necessarily the fastest or most efficient.

There are many tools players can use to gain an advantage on Island Expeditions and allow any group to succeed. Above are types of consumables available to players through Seafarer's Dubloon as well as special items and shrines that can be found while on the Island that can help in many situations.

Threats of the Isles

To get an idea of what consumables you may want to buy or look for, here are some things that every Expedition team will have to deal with and what type of items can be used to help counter weaknesses to some of these.

Damage intake -- While most damage from NPCs on the Island are avoidable, constant melee damage and some unavoidable casts can cause a team with no healer to have to take extended breaks between pulls or leave them vulnerable to being picked off by the opposing faction. Healing and damage reduction buffs exist to help keep momentum going in this case.

High health and damage enemies -- The Island is filled with elites and rares that have a good chunk of health as well as dealing high damage, but generally reward well for defeating them. As time goes on more powerful and high-priority rares and boss spawns occur that you will want to fight for. Consumables that increase your damage, deal damage, or make the target take more damage are useful for defeating these enemies in a timely matter.

Hordes of enemies -- Often high priority enemies or events are surrounded by many other enemies that could easily overwhelm a group with no tank or crowd-control effects. However items both purchased and found randomly can help keep enemies under control by offering stuns, roots, knockbacks and more that last much longer or are more effective than player based equivalents.

Movement -- Getting around the Island fast is extremely important if you want to snag high-priority targets before the other team. The higher Azerite awarding enemies and events will appear suddenly on the Isle as time goes on, causing a need to cover ground quick to get to these events as soon as possible. Some items offer movement buffs or vehicles to better travel around.

It's important to be aware that the difficulty setting of Islands has an impact on the health and damage of all NPCs on the Island (including the enemy team in PvE settings). On higher difficulties some abilities used by NPCs deal very high damage unless handled properly.

Comment by Coraship

Comment by Tracehunter

Comment by Ciscero

Received 7 Seafarers dubloons in one bag, simply appears to be a random amount received.

Comment by madar222

There is a big red flower sometimes (on a Verdant Wilds map), marked on the map as azerite crystal. However, I didn't figure out how to open it - there are no cogwheel or anything to interact with. Any idea?

Comment by Quasar911

you will need a torch, which can be found on the island, . As there is sometimes a red flower marked on the map as azerite crystal. To open it, you will need torch.

Comment by RaefWolfe

I found a new shrine yesterday, not listed here and I couldn't find mention of it anywhere else. Fireheart Idol. Increases Fire damage by 30% and chance to deal Fire damage on attacks, but increases Frost damage taken by 50%. Unfortunately I gave it to my fire mage and didn't take it myself, so I don't know the name of the buff it applies. My guess is Fireseeker, based on this spell being similarly written to the others: Fireseeker

Comment by Dahrkmezalf

- Though vague, most shrines can be relatively name-deducted as either beneficial or adverse for your character on-sight. Context clues such as "Primal", "Fireheart", or "Tidal" are pretty synonymous with "Physical", "Fire dmg", and "Frost dmg". It's important to know if a Shrine will do more harm than good, so I encourage anyone reading this to get a general understanding. The last thing you want is to have your tank pick up Wanderer's Respite, or deny your Fire Mage a Fireheart Idol. In short, if you're not sure what a Shrine does, don't click it.- The Doubloon system is fun and (as of now, finally) rewarding. Save your Doubloons for delightful cosmetics, or stock up on tide-turning items during Expeditions. They never expire (even with a new set of Expeditions and/or Vendors), and are account-bound, so anyone can benefit from them.- Expeditions are a great, though sometimes tedious way of leveling a character. After unlocking them, any character can spam Expeditions to level relatively efficiently, while earning Doubloons and gear that can either be held for a 120 ilvl boost or be sold on the AH for a ton of gold.- Work with your team! Since Expedition queues are random, you may end up with any combination of specs. If you're able to augment your team, do so. Otherwise, stick together for best results. The last thing you want is for everyone to split up when no one is self-sustainable. One thing I've seen work well is to have a healer/tank pull groups while the other collects Azerite and then catches up to finish groups off. That way you're eliminating threat and maximizing Azerite.- It's never advised to engage the enemy early, mostly because the Azerite reward is diminishing the more often you kill them. But it can also be a viable strategy if your goal is to simply impede them from collecting Azerite. Calculate the reward/loss factors and adjust accordingly. In essence, the closer they are to winning, the more lucrative it is to kill them.

Comment by Lostelf

It'd be great if you could include which 8.3 crates drop which mounts so we can easily tell which ones we should save our doubloons up for!